/*
===========================================================================

Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 

This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").  

Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/
#ifndef __AUTO_RENDER_H__
#define __AUTO_RENDER_H__

class idAutoRender : public idSysThread {
public:
		idAutoRender();
		// idSysThread interface
		int			Run();

		void		StartBackgroundAutoSwaps( autoRenderIconType_t iconType );
		void		EndBackgroundAutoSwaps();

		autoRenderIconType_t	GetCurrentIcon() { return autoRenderIcon; }
		
private:
		void		RenderFrame();
		void		RenderBackground();
		void		RenderLoadingIcon( float fracX, float fracY, float size, float speed );

		int			nextRotateTime;
		float		currentRotation;
		autoRenderIconType_t autoRenderIcon;
};

extern idAutoRender rAutoRender;

#endif // __AUTO_RENDER_H__